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The Narrative Role of Music in Role-playing Games: Final Fantasy VII Dissertation submitted by Christopher Chong For the Degree of Bachelor of Arts in Music May – 10th – 2007 rev. April – 2010 Department of Music University of Nottingham

Transcript of The Narrative Role of Music in Role-playing Games: Final ... dissertation 2010 rev... · Final...

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The Narrative Role of Music in Role-playing Games: Final Fantasy VII

Dissertation submitted by Christopher Chong

For the Degree of Bachelor of Arts in

Music May – 10th – 2007

rev. April – 2010

Department of Music

University of Nottingham

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Introduction

Musical Narrative in Digital Media: Immersion and Engagement

i

1 Roles and Role-playing Games

Becoming a Character 1

2 Aural Control

The Narrative Joystick 9

3 Game Worlds

Landscapes in the Living Room 16

4 Passage of Time

Temporal Shifting 27

5 Musical Characterisation

Personifying Pixels 38

Bibliography 39

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Immersion and Engagement: Musical Narrative in Digital Media

Final Fantasy VII is one of the most successful videogames in the role-playing genre

as recognised on various Internet review websites such as Gamespot and IGN and

in publications such as Game On! The 50 Greatest Video Games of All Time

(2006). The videogame role-playing game (RPG, as it is generally known as a

genre), has been central to the Square Enix Co., Ltd. game development company

since the release in 1987 of Final Fantasy for the Nintendo Entertainment System.

The company produced more videogame RPGs under the Final Fantasy brand as

well as under other names such as Chronotrigger (1995) and 1997 marked the

release of their first three-dimensional videogame RPG production on the Sony

Playstation games console with Final Fantasy VII.1 It is study within this videogame

as a model which forms the basis of this presentation of music and its narrative role

within the role-playing game genre.

The transition of the role-playing genre from pen and paper to a digital

media form involves the modification of the original systems upon which an RPG is

based. Although the Nintendo games console company’s latest console the

Nintendo Wii is evidently built with multiplayer functionality incorporated into its

design, the nature of videogames in the 1980s allowed for an enjoyable

experience that required no more than one player. In his discussion about who

plays games, Poole (2000) quotes Martin Amis who noted that ‘Kids like the

computer because it plays back […] it’s a pal, a friend, but doesn’t get mad, it

doesn’t say “I won’t play”, and it doesn’t break the rules’. With regards to digital

versions of the role-playing game Poole describes the characteristics which are

shared by all videogame genres.

Final Fantasy VII…updated the milieu to one of magic futurism. Yet it is still

based on a remarkably old-hat ‘turn-based’ system of combat, with roots

clearly in the dice-throwing game played by unsocialised boys…the player

1 Square Enix Co., Ltd., ‘HISTORY | SQUARE ENIX’ (2007), http://www.square-enix.com/jp/company/e [accessed 25 April 2007].

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‘becomes’ a character in the fictional world. On a basic level, nearly every

videogame ever made is a role-playing game.2

Square Co., Ltd., later to merge with the Enix Corporation, adapted the table-top

fantasy role-playing game to fit a single player experience. The exclusion of the

Game Master resulted in a more linear experience as events, settings and systems

became pre-programmed. Aspects of location, character and action were now

transmitted visually through videogame dialogue and on-screen imagery and

crucially, as we shall discuss in depth later on, through music. On the Nintendo

Entertainment System sound was restricted to the abilities of its 8-bit processor.

Sound quality was improved for the Super Nintendo Entertainment System released

in 1991 and the Final Fantasy series from IV to VI benefited from the ‘MIDI’

standard which increased its polyphony capabilities and number of instruments

available to the game developer.3 The release of the Sony Playstation in 1995

represented a large improvement in standards for audio and video and was the

first time the Final Fantasy series could be developed as a three-dimensional

videogame.4 Although the character models were still incapable of visual subtleties

such as facial expression, Final Fantasy VII succeeded in matching an appropriate

game genre with a powerful narrative rich in relevant parallels to the real world.

Superficially, gameplay is an experience which is similar to many other

forms of media consumption. Owing to the production of visual and aural

stimulus we can draw parallels between videogame consoles, cinema and the

concert hall. With the larger storage capacity of CD-ROMs employed by consoles

such as the Sony Playstation and the Sega Saturn, the provision of CGI cut-scenes

meant that at certain points any particular videogame might be indistinguishable

from a film. These visually kinaesthetic rewards, although aesthetically pleasing,

can often be self-defeating in that they interrupt the flow of gameplay which is

highly dependent on the player’s level of immersion and engagement.

Immersion is…to be blissfully unaware of one’s surroundings and the

passing of time as one escapes into the pleasure of reading...the experience

2 Poole, Stephen, Trigger Happy (London, 2000), p. 54 3 Nintendo of America Inc., ‘Company History’, http://www.nintendo.com/corp/history.jsp [accessed 25 April 2007] 4 Poole, Stephen, Trigger Happy, p. 18

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of being engaged with narrative (or any other semantic object or expression)

involves an abstracted level of awareness.5

The communication of a narrative is central to its original concept of the RPG.

Developing a relationship between player and player-character is so central to the

genre that the interaction between music, action and dialogue effectively define the

level to which the player can immerse in gameplay. To fully place a player in role

of their player-character, videogames attempt to control as many available human

senses. Using vibrating joysticks the Sony Playstation was capable of affecting sight,

sound and touch to create a feedback loop. Immersion can only be attained

through the careful manipulation of the available controls and whilst some games

rely purely on the engaging aspect of gameplay, role-playing games require each

element of visual and aural stimulus to be as immersive as possible if the game is

to be capable of successful narrativisation. In Hamlet on the Holodeck (1997),

Janet Murray uses the example of a perfectly immersive virtual reality world, as

demonstrated in the television series ‘Star Trek’, to show the complex issues raised

by immersion and its affects on human morality and ethics whilst describing an

ideal way to experience a narrative minus the narrator. Ryan explains that

…even though the interactor is an agent, and in this sense a co-producer of

the plot, he or she is above all the beneficiary of the performance…The

entertainment value of the experience depends on how the interactor relates

to her avatar…our participation in the plot is a compromise between the

first-person and the third-person perspective.6

As will be explored in chapter two, when a videogame is set to music, the

soundtrack receives kinaesthetic and narrative roles depending on the visuals and

events on-screen with which it is associated. Ryan lists ten definitions of narrative

and in Final Fantasy VII music conveys elements of ‘narrative representation…of a

world (setting) situated in time, populated by individuals (characters), who

5 Whalen, Zach, ‘Play Along – An Approach to Videogame Music’ [e-journal], Game Studies: The International Journal of Computer Game Research, 4/1 (2004), [unpaginated text] 6 Ryan, Marie-Laure, ‘Beyond Myth and Metaphor – The Case of Narrative in Digital Media’ [e-journal], Game Studies: The International Journal of Computer Game Research, 1/1 (2001), [unpaginated text]

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participate in actions and happenings (events, plot)’.7 Chapters three, four and

five explore events in the game where the use of music communicates aspects of

landscape, the passage of time and characterisation.

The association between narrative and videogames that Ryan makes is ‘The

most prominent reason for acting in life…problem solving’, a feature of plot

devices that are central to narratology and ludology.8 The former involves the

analysis of videogames through existing techniques from traditional forms of

literature whilst the latter argues that videogames need new forms of understanding

as they are ‘not a conventional text at all but an activity more akin to play or

sport’. 9 Much like in the case of the virtual reality Holodeck, it needs to be

understood that ludological space incorporates all the systems and narratives as

gameplay. Aarseth (2001) reminds us that these are more simulation based than

purely discoursive. The player is presented with two kinds of play, ruled based

ludus and free and exploratory paidia, the combination of which creates the

experience of narrativisation by the player.

7 Ibid., [unpaginated text] 8 Ibid., [unpaginated text] 9 Dovey, Jon, and Kennedy, eds., Game Cultures: Computer Games as New Media (New York, 2006), p. 22

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Chapter 1

Roles and Role-playing: Becoming a Character

role-playing skill is an important part of social cognition,

communication, and interaction, and reflects an underlying

empathy – the ability to imagine oneself in the shoes of another

person – in the role-player. 10

The process by which a human engages with a computer or videogame console

involves interfaces between the visual, aural and physical senses. In order to ‘play’

a game, the person must use this sensory information and react physically in

accordance with rules set up within the programming code resulting in gameplay.

The videogame as a form of new media can be described as a popular form of

computer program which is predominated by interfaces requiring the manipulation

of a character. There are many established genres within the term ‘videogame’

that describe and distinguish between the experiences and alternate realities that

they simulate. The view of the videogame as a simulation, as proposed by Aarseth

(2001), is a useful perspective in understanding their unique narrative functions

without the assumptions which are traditionally associated with narrative structure

and theory as derived from literature. Similarly, traditional music analysis may

impose structures that are not relevant to particular interactive ludic spaces. The

role-playing genre in videogames alerts us to the presence of the game player in

multiple spaces and conceptual domains, of their existence digitally as a character

in role and as a player controlling that character by virtue of control pad or joystick.

The role-playing experience, as Hurley describes, exists in videogames as

involving not only communication and interaction, but also cognitive processes

such as empathy, which allow the medium to construct a narrative through aural as

well as visual elements. These narrative abstractions manifest themselves as a

variety of videogame genres including (but not restricted to) fighting, adventure,

platform, survival horror and the first-person shooter (comprising all the

10 Keith Hurley quoted in Nephew, Michelle, ‘Playing with Identity’, in Williams, Hendricks and Winkler, Gaming as Culture (North Carolina, 2006) p. 121.

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videogames from that perspective, regardless of the employed projectile weapon).

In many games the rules and defining characteristics of genres coincide; for

example, in Eidos Interactive’s Deus Ex the interface is visually identical to a first-

person shooter but the process of character development follows statistic building

and item collecting exercises that are central to progress in many role-playing

games. Across all of the mentioned genres, videogames tell stories, a feature of

variable depth that often affects whether a game is successful in product sales. The

type of narrative which a game tries to discourse relies heavily on the genre of

videogame with which it is associated where an incorrect match or attempt to

impose incompatible literary texts can lead to a loss of entertainment value despite

the intrinsic quality of the gameplay.

The dynamic form of narrative present in a videogame, unlike literature, is

essentially decided by the processes that are intrinsic to the game genre. Aarseth

explains that games are ‘[a] radically different alternative to narratives as a

cognitive and communicative structure. Simulations are bottom up; they are

complex systems based on logical rules’. 11 This applies in the same way to how

videogame music, unlike its classical counterparts, is constructed in tandem with

the narrative as gameplay discourses it. The eighty-five tracks which comprise the

Final Fantasy VII soundtrack, although orchestral in their MIDI imitation, rely on

foundations of repeatable loops of musical themes and material. The triggering of

these samples is temporally dependent on the result of the interactive relationship

between the videogame and the game player.

The product of this relationship that exists in all game genres is the real-time

construction of narrative which originates from the gaming culture of fantasy role-

playing. Traceable as early as the turn of the nineteenth century, war-gaming

involved hypothetical and historical battle re-enactments represented by strategic

manipulation of miniature figures. Development in the 1960s led to the

popularisation of controlling specific heroic figures ‘to get inside their heads’ and

to the creation of a standardised tabletop fantasy role-playing game (TFRPG)

known usually as the RPG.12 The first of these codified rulebooks was released by

11 Aarseth, Espen, ‘Computer Game Studies, Year One’ [e-journal], Game Studies: The International Journal of Computer Game Research, 1/1 (2001), [unpaginated text] 12 Williams, Hendricks and Winkler, eds., Gaming as Culture, p. 3

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Tactical Studies Rules in 1974 and was entitled Dungeons and Dragons (D&D).13

The game required the assuming of two roles including the player-character and

the Dungeon Master who is responsible for setting every aspect of the game in

terms of setting. The player-characters then, ‘collectively engage in protracted

storytelling’ until specific quests are completed or until the demise of all player-

characters. 14 Although fantasy role-playing games can include competitive

situations, the player-characters normally form a co-operative ‘Party’ which does

not require the elimination of one another to create a successful game session.

The culture promotes in gameplay the provision of a narrative experience as

opposed to the ultimate concerns of winning and losing in competition based

games. The final aspect of these role-playing games which set them apart from

pre-composed literary narratives is the random element, usually controlled by the

dice roll. All actions within the game require a dice roll which determines,

according to the probability associated with a particular outcome, what happens

next in the story. In videogames these outcomes may be associated with

kinaesthetic rewards in the form of graphical cut-scenes or even musical fanfares.

On a basic level parallels can be drawn between chance music like that of John

Cage with the rules applied during gameplay which decide what music will play,

usually ‘victory’ or ‘game over’ music.

Games of chance, meanwhile, seem to have originated from a belief that

divine will could be glimpsed through seemingly random machinations; the

I Ching, for example…But most ‘games of chance’ are not totally aleatory:

a player…must still use skill.15

Players must create and assume the role of a character within the confines of the

Game Master’s system rules and setting. Since there is little or no physical

representation available to the game players in terms of imagery the role-playing

game world must be conveyed in a consistent manner to all player-characters

almost exclusively through language. Although the visual element of videogames

appears to resolve this, its reliance on dialogue and event shows the continuing

need for the medium to present the core narrative consistently throughout visual

13 Ibid. 14 Ibid. 15 Poole, Stephen, Trigger Happy, pp. 174 – 175

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and aural aspects of its presentation. It is different to staged drama in that a

player-character may need to speak during the game as the player, in character or

both. Hendricks explains dialogic speech as

…when one experiences a novel and reads the spoken utterances of a

character within that novel, one is not only hearing the voice of the

character, but also the voice of the author who wrote the work and put the

words to paper. 16

Hence, parallels with silent films can be drawn here in videogames that use

character action and incorporate text dialogue as a method of constructing a

narrative. The imagined voice that the player-character hears can be used as an

analogy for the sound heard in terms of music associated with more abstract

elements of the narrative. The music or lack of sound in any given situation within

a videogame can carry the messages insinuated within a dialogue text. The

individual mindset of a game player will affect the actual reception of sound and

how it relates to the narrative which is presented.

As videogame technology develops and product budgets increase, more

cinematic approaches to game design are taken resulting in a visual media that

might more accurately be described as an interactive film. The use of recorded

dialogue requires a different form of interpretation to that of the speech

bubble/window as used frequently until the arrival of consoles such as the Sony

Playstation 2 in 2000. For the Final Fantasy series, VII, VIII and IX are examples of

some of the last role-playing videogames in which the speech bubble was utilised

as the sole vehicle for dialogue on a home gaming system.

The changes that the role-playing genre undergoes in becoming a

videogame accompany a necessary understanding of what is defined in this

relatively new field of study as narratology and ludology. Whilst existing

narratological methods of analysing texts may apply still for the improvisational

drama in fantasy role-playing games, a ludological perspective allows for more

flexible interpretation of the elements which constitute gameplay. In the case of

Final Fantasy VII, the game world, its characters and narrative aspects remain a

16 Hendricks, Sean, ‘Incorporative Discourse Strategies in Tabletop Fantasy Role-Playing Games’, in Williams, Gaming as Culture, p. 44

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part of its ludic space whilst the relationship between a player and the videogame

interfaces make up the ludic system. Music as an abstraction associated with the

various characters and settings falls into the ludic space whilst its specific

videogame functions and aural manifestation is a part of the ludic system through

which a narrative can be conveyed to the game player.

Narrative construction in this videogame revolves around the interaction

between player-characters and non-player-characters and is divided into

exploratory and discoursive sections. The game begins in the middle of what

appears to be a raid of a corporate power facility by a rebel alliance known as

‘AVALANCHE’. The objective of their mission is not conveyed visually or aurally to

the player-character until after this initial sequence. This adds to the confusion and

hectic atmosphere that is set up on-screen. Immediately a player-character is

allowed to roam free and discover more about the gameworld with which they are

visually presented. These exploratory sections are interspersed with discoursive

sections which are comprised mainly of dialogue between non-player-characters

and the player-character, and among non-player-characters. Cinematic

techniques, such as the third-person viewing of conversations between Non-Player-

characters, form part of discoursive sections.

Music accompanies both exploratory and discoursive sections and its role

changes depending on the situations created by the role-playing game system.

These situations include battles, mini-games, scripted sequences where movement

and control is removed, cinematic sequences not focused on characters and cut-

scenes which animate the characters in a more detailed three-dimensional space.

The opening sequence to the game is in sync with the start of the first music track

entitled ‘Opening – Bombing Mission’ on the videogame soundtrack. On-screen

we see the face of a female character who is looking at a stream. This scene pans

outward to reveal that she is part of a much wider sector which is in turn part of an

entire city at which point the videogame title ‘Final Fantasy VII’ is emblazoned on-

screen momentarily. The camera zooms back into the city but on a different sector

to reveal the rebels leaving the train they have hi-jacked at which point the

previous orchestral fanfare cuts immediately to a much faster paced section built

upon an ostinato in the bass (see Fig. 1.1).

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Fig. 1.1 Bass Ostinato

Four suspended cymbal crotchets “Mickey-mouse” the hissing brakes of the

arriving train on-screen before the music leaves the diegesis and assumes the

function of imbuing the game player with the appropriate urgency of tempo and

the rhythmically propelled bass line. In this instance, the relationship of the music

to the on-screen action is direct and represents accurately the tone of the

dialogue.17

Barrett: Yo newcomer, follow me!

and later -

Cloud: I don’t care what your names are,

after the job’s over I’m outta here!

The use of music is not always so transparent and direct in correlation. Further

analysis of the opening sequence to the game reveals that because of the nature of

videogames, the music can often carry emotions that are important to mood and

tone whilst the dialogue conversely refers to past or future aspects of the narrative

which conflict with the current location. The particular part of the videogame RPG

under current scrutiny is the portrayal of battle during the game. In the table-top

RPGs like Dungeons and Dragons, the outcome of battle is decided by decisions

made by the player-character and the chance element of the dice roll. This game

system is manifested within videogames as a specific sequence whereby the screen

pauses and the party re-appears in a new three-dimensional space that supposedly

represents the area you were just in albeit now with menus on-screen that allow the

player-character to fight non-player-characters. The choices on the menu

available include the likes of attack, item usage or magicical attacks. The on-

screen pause that accompanies the beginning of battle is synchronised in Final

Fantasy VII with battle music entitled ‘Fighting’.

17 Dialogue transcription [my own], Final Fantasy VII, (Square Co., Ltd., 1997) [For Sony Playstation]

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Fig. 1.2 ‘Fighting’

This usually occurs every time the party is attacked by enemies and because of this

a strong association is built up between this music and battle sequences. The

starting of this music signifies the beginning of a sub-set rule of gameplay which

applies only to this specific situation. When enemies have been defeated the music

stops and a ‘Victory’ fanfare signifies the end of battle.

Upon return to the opening action sequence, the music changes back to the

‘Opening Bombing Mission’ ostinato in the Electric Bass as the party successfully

overcome enemies and enter the power facility. The character of the music is so

different that the paradigmatic shift from exploratory to battle areas is made

obvious and establishes this relationship of music to place early on. When

characters begin to talk among themselves, this type of event becomes a semiotic

signifier that the system has now reached a discoursive section and the threat of

enemy attack is gone. However, after the characters have completed a

conversation the exploratory freedom is returned to the player-character and battle

is assumedly a possibility at any time.

The save point is introduced here as the device within the Final Fantasy VII

ludological system which allows a game player to remove himself from the role-

play and return to the real world. The area just beyond the save point is the centre

of the power facility and obviously the final point of the current quest to infiltrate

and destroy the power plant’s core. It is at this point that the videogame makes

changes to the system which is has only just set-up. Upon attack by the enemy, the

music that begins is not ‘Fighting’ and is instead the fast paced bass line as

introduced during an exploratory section earlier in the game. However, the

urgency associated with Barrett’s tone of speech reminds us the rules of battle rely

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on making decisions quickly. The desired effect on the game player is made

apparent and how the Player-character receives it is part of the narrative

construction in real time.

The end of battle occurs as usual but this time without the ‘Victory’ music

track. Its exclusion represents a conscious removal of the music by the game

designers though they do not exist within the ludological space of Final Fantasy VII.

The power of the soundtrack over the narrative experience of gameplay appears to

rest within the semiotic aspects of music. The continuing urgency associated with

the triplet quaver bass line in Fig. 1.1 is joined on-screen by a ten minute

countdown timer by the end of which the Party must escape the exploding power

facility in order to continue the story.

Many features specific to the role-playing experience combine in the

videogame RPG and provide the basis for a form of narrative that is unique to this

genre and it requires appropriately tailored structural theory for analysis. As a form

of media which incorporates systems of control into audio and video, the

limitations which come with traditional texts should not prevent the complete

understanding made possible from exploring the narrative function of music. The

videogame experience must be treated as a self-sufficient ludological system that

borrows from, but is not reliant upon, the techniques employed by more

superficially related mediums. This study analyses not only the way that music

holds symbolic functions within semiotic systems, but also suggests the potential of

a new digital media to formulate academic and educational associations usually

recognised only in traditional art forms such as classical music and literature.

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Chapter 2

Aural Control: The Narrative Joystick

Sephiroth: You are just a puppet…

You have no heart…

And cannot feel any pain…

Do you understand?

Cloud: I don’t want to understand.

To the main player-character, Cloud, the knowledge that he was created five years

before this encounter renders his supposed memories as mere illusions. All we can

hear are the tolling of bells which usually precedes the theme of Sephiroth, ‘Those

Chosen by the Planet’ which confusingly does not appear after the above dialogue

in FF7. It is in this confusion that the player can truly relate to the player-character

they control. The dynamic nature of this relationship allows the player to use the

player-character as a vehicle for temporal control over the discourse of the

narrative. Similarly, through this shared view and character agency, music is given

a continuously meta-diegetic status which allows for the completion of the

feedback loop between player, joystick and audio/visual stimulus. Although

Cloud’s nemesis is referring to the fact that he is a tool through which a Planet

destroying prophecy will be fulfilled, his use of the term ‘puppet’ is not far from the

truth in terms of his existence within the semiotic system of the video game.

If we adopt structuralist narrative approach, we can classify the levels upon

which our semiotic video game subsystem is acting within the Final Fantasy VII

ludological space. We can then form an understanding as to how audio in a

game relates to narrative discourse and what role it has in matters of control over

agency both of the player and the player-character.

Perhaps it is interesting to say that the interactor steers the player

character…steering, rather than playing, suggests that the player

character is a sort of vehicle from which a world can be seen and

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otherwise experienced…this character both constrains us…and also

opens up possibilities. 18

If we consider the videogame character to be part of a drama, the player-character

is the actor and the player is then the interactor, functioning somewhere between

audience and the player-character. Unlike a film, the agency experienced is not

that of the actor, but of the player himself. This means there is less need to convey

how the actor is feeling as the player can experience events first hand, however in

Final Fantasy VII Cloud retains some ability to speak in order to influence how the

player should feel. First hand engagement through the constraints of the player-

character, player-character dialogue with non player-characters and the selected

music track playing are the only factors that can effectively control how the player

experiences the narrative.

In ludic systems, narratives are created on four levels of temporal structure

which include the discourse level, performance level, simulation level and at the

base, the generative substrate.19 Each level depends on the one below it and

presents itself in some form in the level above it. The generative substrate,

comprised of all the programmed systems of logic in the game, is realised as a

simulation experience in the level above. By interacting within the simulation the

player accesses parts of the narrative through their actions which appear in the

form of events in the performance level. Above that, events combine to form the

narrative plot which is experienced as narrative discourse, usually in an episodic

manner. When applied to human speech, this structure equates speech with the

generative substrate and its organisation as language as the simulation level.

Acting on all four of these temporal structure levels simultaneously within a

ludic system are three semiotic subsystems. Lindley proposes that these cover

simulation, game and narrative and that any game can possess some or all of

these elements to an extent. In Final Fantasy VII, the simulation based actions

include character movement and visual exploration, the game based actions

18 Montfort, Nick, ‘Fretting the Player Character’, in Harrigan, Pat and Wardrip-Fruin, eds., Second Person: Role-Playing and Story in Games and Playable Media (Massachusetts, 2007), pp. 140 - 141 19 Lindley, Craig A., ‘The Semiotics of Time Structure in Ludic Space as a Foundation for Analysis and Design’ [e-journal], in Game Studies: The international Journal of Computer Game Research, 5/3 (2005), [unpaginated text]

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involve the navigation of menu systems in battle and in the field and narrative

based actions include the reading of dialogue and watching of video cut scenes.

Depending on which area of the narrative the director chooses to affect with music,

audio is placed into these three categories. As in chapter one, the omission of

victory music at the end of battle affects the narrative experience of battle in the

game semiotic subsystem. It acts structurally on the simulation level as a reactive

element to the current position in the ontological order of the narrative. This aural

manipulation of kinaesthetic elements such as battle sequences demonstrates the

power of control over narrative which Darley believes to be too concerned with

creating a virtual reality which contradicts the discourse of an engaging literary

narrative. 20

digital visual images have been manipulated mainly for the purposes of

creating a form of vicarious kinaesthesia, directed to impress the gamer and

encourage him/her to play on…the sense of narrative continuity and

coherence becomes secondary and subordinated to the simulation of an

immersive virtual environment

To which the counter-argument proposed by Sawyer, Dunne and Berg is that

The very notion of interactivity means that the decision and skills of the

player will move the story in a certain direction. Thus, the game becomes

the interface for the story. The player interacts with the game, which then

results in the game presenting the actual underlying story back to the

player.21

The implication of Final Fantasy VII being a role-playing game further confuses the

spatial domains in which the player exists. As the player is given direct control of

Cloud, the agency experienced is that of the player. The player now experiences

events of the narrative in a digital space on the performance level, experiences

gameplay physically on the simulation level and translates the whole experience to

a place where it all assumes meaning mentally. If we view the music in the game

as meta-diegetic then its realisation is both physical through the loudspeaker and

digital to the characters. Its presentation in the player’s mental space is where it

20 Darley, Andrew, Visual Digital Culture, (London, 2000), p. 155 21 Sawyer, Ben, Alex Dunne and Tor Berg, Game Developer’s Marketplace (Arizona, 1998), p. 112

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combines with narrative elements to form meaning. The music is real to both the

player and the player-character, a relationship where ‘you are supposed to

“become” [the character] – it is that immediacy and responsiveness that makes the

game so exciting’.22 The duality of this relationship allows the player to engage in

events first hand whilst experiencing it from outside any character. When

comparing third-person perspective with a first-person shooter game, Newman

notes that the former are ‘less immersive but help the player build up a stronger

sense of identification with the character he is playing’.23 The potential of this

situation is explored uniquely in a courting event between Cloud an Aeris. Aeris

pushes Cloud into going on a midnight date in the Gold Saucer theme park which

leads to a ride on the gondola during a fireworks display. The player is actually

partially denied full control over Cloud’s movement, reduced simply to leaning

forward and backward. The music track playing on the gondola, ‘Interrupted by

Fireworks’, is heard beneath Aeris’s poetically brief sentences and could be seen as

a love song (see Fig. 2.1).

Fig. 2.1 Interrupted by Fireworks

If Aeris’s speech forms the lyrics to a song, then Cloud would be the mute subject.

At this stage in the game, when speech is translated from text to subvocalisation

within player, the imagined sound of her voice mixes in the player’s mental space

with the music.24 When Aeris asks questions the player is unable to respond which

reflects this situation.

Aeris: …beautiful isn’t it?

22 Harrigan, Pat and Noah Wardrip-Fruin, eds., First Person: New Media as Story, Performance, and Game (Massachusetts, 2004). 23 Newman, James, ‘The Myth of the Ergodic Videogame: Some thoughts on player-character relationship in videogames’ [e-journal], Gamestudies: The International Journal of Computer Game Research, 2/1 (2002), [unpaginated text] 24 de Linde, Zoe, and Kay, eds., The Semiotics of Subtitling (Manchester, 1999), p. 19

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…first off,

It bothered me how you

Looked exactly alike.

Two completely different people,

But look exactly the same.

The way you walk, gesture…

I think I must have seen him again,

In you…

Cloud. I’m searching for you.

This music is new to the player at this point in the game which makes its

association with the courting scene more powerful as a referential tool later in the

game. Using music to suggest and foreshadow events is the key role of a track

entitled ‘Trail of Blood’ which is first heard in the Shinra Company Headquarters

when the party is mysteriously released from captivity only to realise that the dead

bodies on the floor lay a path to the top floor where the Shinra President has been

murdered, evidently by Sephiroth judging from the nature of the stab wound in his

back (see. Fig. 2.2)

Fig. 2.2 Trail of Blood

This theme is thinly orchestrated for strings and is punctuated periodically by a low

drum, a sound produced in the video game like that of a heart beat. This music

always accompanies areas populated by dead bodies and frequently acts as a

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narrative device, and perhaps a evil tool, to guide the Cloud in his quest to finding

Sephiroth. A particularly good use of this is at the entrance to a cave filled with

undead warriors. The music immediately sets the tone even before the wiseman

has spoken

Bugen: Everyone here was a member of the Gi tribe.

The vengeful spirits of the Gi didn’t disappear,

And couldn’t return to the lifestream…

At this point the music receives an extra association with the unsettled spirits which

cannot complete the circular process of life which involves returning to the

lifestream, the nature of which of which Bugen has just explained in a previous

scene.

Music is also used to control urgency and passage of time. Although the

latter will be explored further in chapter four, sometimes the music is visually

associated with a causal process in the game. When a scene requires a

heightened sense of movement, the music employed is the track entitled ‘Hurry!’

(see fig. 2.3) . The first use of this track is after the player has set a bomb in a

reactor as part of another terrorist operation.

Fig. 2.3 Hurry!

The wood blocks literally reference the ticking clock which appears on screen with

the start of the music. The clock is a ten minute countdown timer which allows

ample time to walk calmly out of the Mako Reactor, however the important point

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made is that the gameplay remains easy since this is part of the first mission of the

game. The combination of the fast music with the supposedly short fuse of the

bomb sets up a mood which is urgent but does not prevent the game from being

accessible to the novice player in its early stages. The music successfully controls

the mood without forcing the gameplay to punish the player.

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Chapter 3

Game Worlds: Landscapes in the Living Room

in engagist media…familiarity solves simple problems, such as explaining to

the participant how personas travel from one town to another, and allows

for much freer use of irony, symbology, metaphor, and other literary

conventions that depend on cultural comprehension.

- John Tynes25

Tynes uses the example of the tabletop role-playing game, Tékumel, to illustrate an

extremity of fantasy world detail. The game features its own codified social

structures and bureaucratic systems, the author’s documentation covering

language use treatises, military unit histories and guides covering the use of

specific magic in battle situations. It requires ‘a high degree of cultural literacy for

a culture that does not even exist’. 26 The game world of Final Fantasy VII

potentially encompasses no less in terms of detail having spawned a sequel in the

form of a feature-length CGI animated film, numerous games and character

cameos on the Sony Playstation consoles and even on Japanese ‘i-mode’ enabled

mobile telephones. However, the original Final Fantasy VII game existed initially as

a stand-alone product related only to previous Final Fantasy games in the series by

its turn-based battle and exploration gameplay structure.

Any game world can be described in terms of its visual and aural features,

but to understand how it is created we need to divide it into stages. The constituent

parts of the Final Fantasy VII world can be categorised into place, landscape and

location. The journey which the narrative takes the player and player-character on

is unique to that particular game and explores ludological space both in the forms

of virtual places and environments imagined conceptually by the player. Within

this space, places exist and are realised on screen visually and aurally as

landscapes owing to their necessitation of perspective and aspects of time. The

combination of perspective and time defines landscapes as constructive processes

rather than object based entities. Finally, these perceptions are geographically

25 Tynes, John, ‘Prismatic Play: Games as Windows on the Real World’, Second Person (Massachusetts, 2007), p. 222 26 Ibid., p. 223

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mapped in the player’s mind into locations as they are associated with the

narrative. This may include chronological and ontological order, narrative

connections with specific characters, placement relative to other locations in the

game world and allusion to real world places particular to each game player.

The establishment of a place through perception in a game world depends

on its presentation visually and aurally. Rather than the view that perception is a

result of the mind reorganising chaotic sensory information, an ecological

approach to our acoustic environment assumes that such information is part of a

well formed structure which the mind is sensitive to. In such a framework ‘sounds

provide an organism with information that allows it to locate, identify and

successfully interact’ which can be applied to a game world in which the sound is

programmed to react to player action such as entering a new location.27 The

reactive dynamic relationship between the player and the ludological space of the

game world can thus be said ‘to provide the grounds for the direct perception of

meaning’ especially in terms of location within a narrative.28

The geographical mapping process of location amounts to the overall

creation of a game world and the completion of narrativisation. The separate

places which form the landscapes the player constructs in time are presented and

accessed in a number of different ways. The main method of movement within

Final Fantasy VII is in the form of exploration of different world map locations.

Each place on the map can be visited and is presented as a collection of pre-

rendered backgrounds which can be explored in three dimensions. This allowed

for the creation of detailed areas which are navigated from a third person

perspective. Although the game begins in the middle of a terrorist bombing

mission, the event takes place in a ‘sector’ of Midgar which in turn is one of many

cities on the world map. The world map covers a fully three dimensional, spherical

‘Planet’ which features oceans, rivers, lakes, mountains and a mixture of large and

small land masses upon which there are a variety of cities, towns, farms and other

places to visit throughout the course of the game. Depending on the complexity of

the events which occur at each place, there is specific music associated with nearly

27 Windsor, Luke, ‘Through and around the acousmatic: the interpretation of electroacoustic sounds’, in Emmerson, Simon, ed., Music, electronic media and culture (Hants, 2000), p. 10 28 Ibid., p. 11

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every location. All of these places can be further classified by whether random

attack by enemies is a possibility. This is a property of any place and but is never

specified explicitly to the player. The table below (Fig. 3.1) details the main places

the player visits along their journey not including all sub-quests.

Place Mult iple instances 1st Music Associat ion Key Event Mako Reactors Corel, Midgar, Nibelheim Mako Reactor Train Midgar On That Day 5 Years Ago Just above the Plate Midgar many times Anxious Heart

Meeting Aeris 1st time

7th Heaven Bar Midgar Tifa's Theme first arrival Barret's Theme morning departure Sector 5 Slums Midgar Underneath the Rotting Pizza Sector 6 Slums Midgar Oppressed People Aeris's House/ The Church Midgar Flowers Blooming in the Church First meeting Aeris's Theme Elmyra's Past Don Corneo's Mansion Midgar Don of the Slums Shinra HQ Midgar Bombing Mission Shinra Company Infiltrating Shinra Tower Train Tunnels Midgar, Sewers Lurking in the Darkness Dead Bodies Trail of Blood Just Outside Midgar Midgar/World Map Holding My Thoughts in my Heart Leaving Midgar World Map FFVII Main Theme Great Northern Cave Town of Kalm Under Junon Ahead On Our Way Keystone House Mountain Ice Cabin Nibelheim Flashbacks (Anxious Heart) (Tolling Bells) (Those Chosen by the Planet) Nibelheim 3 Flashbacks and real Anxious Heart Nibelheim Mansion The Nightmare's Beginning Tolling Bells

Real Nibelheim 4th Flashback Who Am I? Discovering the true past

On the Other Side of the Mountain Tifa's Mother dies

Character's Subconscious Tifa's, Cloud's Who are you?

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Fig. 3.1 Table of places and their associated other places, music and events

The triggering of specific music tracks in places has the dual role of imbuing

a place with initial musical character intrinsic to the semiotics of the musical

composition and of creating an association that a place shall retain throughout the

course of gameplay. The order in which the player is presented with these places

and their corresponding music is part of the construction of the landscape visually

an aurally. Through the view of the player-character, Cloud, that landscape is

realised by his perspective. The place that Cloud is in is realised also as a

landscape in the player’s mind which is formed by a combination of the current

Junon Above Junon Rufus's Welcome Ceremony Heard down below as well

Weapon Raid Weapon Raid Cargo Ship It's Difficult to Stand on Both Feet

Costa Del Sol World Map Costa Del Sol Port to other half the world

North Corel World Map Mark of a Traitor Corel Mining Town Desert Prison Sandy Badlands Gold Saucer 1st visit Gold Saucer 1st visit Midnight Date Debut 2nd visit Ghost Hotel On That Day 5 Years Ago 2nd visit Cable Car (Gondola) Interrupted by Fireworks 2nd visit Cosmo Canyon World Map Cosmo Canyon Bugenhagen's observatory Lifestream Campfire Anxious Heart Gongaga World Map Anxious Heart Turks Turk's Theme Turks Show up Rocket Town World Map Oppressed People 1st visit Cid's Theme Cid's Story of past Sending a dream into the Universe Shera's Story of past Steal the Tiny Bronco Stealing Cid's Plane Temple of the Ancients World Map Forested Temple Those Chosen by the Planet Sephiroth Sleeping Forest World map Flowers Blooming in the Church Cloud's Dream Chasing the Black Caped Man Real Visit

Forgotten City World Map You Can Hear the Cry of the Planet

Anxious Heart Aeris is missing Who am I? Cloud goes Crazy Aeris's Theme Aeris's Death Mideel World Map Parochial Town Off the Edge of Despair Highwind Junon Highwind Takes to the Skies

World Map The Great Northern Cave (on map and on ship)

World Map Highwind Takes of the Skies after Cloud recovers

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music playing with the player’s knowledge of other music tracks. This may include

music previously associated with that place or with the specific combination of

characters in the room. A common occurrence of course is the conflict of

character themes, the most frequent being the musical theme and presence of

Cloud’s nemesis Sephiroth.

As Midgar is the largest city on the Planet and is the setting for the first

events in the game, it has the largest amount of music associated with it. Although

the player visits many other places during the course of the game, Midgar is where

it begins and where most of the important musical themes are established. Many

character themes are also stated here but the themes that recur throughout the

game that refer to places in Midgar are the Shinra Company, Aeris’s Church, Just

Above the Plate and the world map theme. Shinra Company, headed by President

Shinra and his team, is under attack for draining the Planet’s resources for power

in the form of electricity among many other services. At the centre of the circular

city of Midgar is Shinra Headquarters where we are introduced to the Shinra

Company music (Fig. 3.2).

Fig. 3.2 Shinra Company

The orchestration is very bare and focused on a combination of low

sustained sounds with the haunting quality of the synthetic choir doubling the rising

theme. This theme accompanies the arrival of President Shinra as he introduces

himself to the ‘AVALANCHE’ rebel assault which includes the main player-

character. At this point in the game, Shinra are trying to kidnap Aeris

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Gainsborough whom they need in order to find ‘The Promised Land’ which will

unlock even more power. The player’s first encounter with Aeris is in a church after

Cloud falls through the roof and is saved by Aeris’s flower garden. A track entitled

‘Flowers Blooming in the Church’ is playing as Cloud awakens from his fall.

<The screen is white, we assume this is first person perspective>

Aeris: (text only) You alright? Can you hear me?

<The screen clears and is Cloud lying on a flowerbed>

Aeris: They say flowers won’t grow here in Midgar…but they have

no trouble here.

Immediately the church is established as a mystical place and becomes

synonymous with a safe area as it has saved Cloud’s life. This is not a place the

player chooses to come to and fits directly into a scripted section of the game’s

narrative. Being part of a scripted sequence is important as it asserts itself as

integral to the storyline and often follows a battle sequence to reward the player.

In narrative based games, scripted movement to new places and cut scenes have

‘often come to replace the classic videogame reward system: points’.29 The music

we hear is not the full statement of ‘Aeris’s Theme’, but the melodic line suggests it

(see Fig. 3.3)

Fig. 3.3 Flowers Blooming in the Church

After this sequence the player must direct Cloud away from Shinra’s special

agents known as the Turks who also have their own theme which usually overrides

29 Howells, Sacha A., ‘Watching a game, Playing a movie’, in King, Geoff, and Krzywinska, eds., Screenplay: Cinema/videogames/interfaces (London, 2002), p. 113

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other location music. Upon bringing Aeris back to her home in Sector 5 we are

asserted by the repeat of ‘Flowers Blooming in the Church’ that Aeris, the character,

is in a familiar place which is real to her, virtual to the player, and safe in both

instances.

The music track entitled ‘Anxious Heart’ is used in the largest number of

separate places and is introduced early in the game as Cloud is escaping the first

bombing mission. Whilst various non-player-characters run about in a confused

manner, one man knocks Aeris over but does not help her up. This is the first time

the player sees Aeris but she is not properly introduced until later. The music sets a

tone which will be associated with pain and confusion for the rest of its usage in

the game (see fig. 3.4)

Fig. 3.4 Anxious Heart

The slow but frequent rather unsatisfying resolution to the D minor chord

every other bar echoes the constant sighing one could imagine in the helpless

scene which accompanies this music. A parallel can be drawn between the

descending minor third motif and similar use in the ‘Oihme! Se tanto amate’ from

the sixteenth century in Claudio Monteverdi’s fourth book of madrigals. The

‘Oihme’ quite literally translating as a sigh.

The last binding theme introduced before departure from Midgar is that of

the ‘Final Fantasy VII Main Theme’ which binds the game together. It is alluded to

when Cloud is first shown the computerised map of Midgar by a fellow

‘AVALANCHE’ member. (see Fig. 3.5)

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Fig. 3.5 On That Day Five Years Ago

At the end of the events in Midgar, the party of characters is arranged

outside the city walls. The upper string melody from ‘On That Day Five Years Ago’

is incorporated into another music track which is played here just before the player

is presented with the world map. Fig. 3.5 shows the incorporation of the same

theme, albeit now in Db Major, into ‘Holding My Thoughts in My Heart’ with a

much less static accompaniment.

Fig. 3.5 Holding My Thoughts in My Heart

The modulation to a major key and the removal of the slow harmonic

rhythm of the strings is placed with a scene in the game that matches the

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movement with character motivation to explore the world and begin the long quest

ahead of them. The theme finally presented, ‘Final Fantasy VII Main Theme’, is the

music that will play on the world map (see fig. 3.6)

Fig. 3.6 Final Fantasy VII Main Theme (first section)

After the theme is played over static chords similar to the excerpt above for

eighteen bars, a loop point is set at which point the six minute track begins (see Fig.

3.7)

Fig. 3.7

The game is cued to play these music tracks when the player reaches

certain places. Unlike a film score, the music cannot be synchronised with the on

screen visuals. Narrativisation through the creation of a landscape visually and

aurally in real-time, although built upon pre-composed MIDI data, is still

constructed through a composition-like process. The order and frequency in which

the player hears the separate music tracks forms a soundtrack unique to the

individual game player. Of the music tracks we have covered, the battle themes

are heard the most. An enemy strikes roughly every ten seconds in dungeon areas.

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In terms of frequency after battle themes it is the ‘Final Fantasy VII Main Theme’

that is heard the most as it is heard on the world map every time the player-

character leaves a location. However, the repeated use of any particular theme in

varied places creates the most effective narrative links. The theme that seems to

haunt Cloud the most is ‘Anxious Heart’ and his struggle with his unclear past

results in a nervous breakdown. The use of this particular track in Midgar has

been mentioned, but it also plays in the hometown of Zack in Gongaga, a friend

whose memories Cloud mistakenly assumes are his own after he escapes from

captivity as part of an experiment. The music also returns when Cloud is the only

one out of his party that is not depressed about the current situation at a campfire

in Cosmo Canyon and each member shares their sad memories with Cloud. The

most important use of this music track, however, is the association it has with

Cloud’s hometown of Nibelheim. The player is brought to Nibelheim once along

the journey and three separate times as a part of flashbacks and each successive

time the experience changes as it is told by a different character. Cloud

remembers it incorrectly, Sephiroth lies and Shinra employ people to rebuild the

town and deny its destruction years before. Finally Tifa and Cloud jointly combine

their hazy memories together to form an accurate past. In this scene the characters

expose their intimacy as they finish each other’s sentences.

<Whilst in flashback, Tifa asks why she didn’t see Cloud that day>

Cloud: this was the day…

Tifa: that day mom died…

I want…to see…mom…

<Cue music track ‘On the Other Side of the Mountain’>

It is this final presentation of Nibelheim that we know is true not only because it

makes sense, but also because the music track reassures the player by introducing

a new theme (see Fig. 3.8) and leaves behind the ‘Anxious Heart’ music which was

associated with many illusory pasts.

Fig. 3.8 On the Other Side of the Mountain

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The simplicity of the solo guitar line makes the moment ever more poignant

and strengthens the creation of the true past that Cloud has been striving for since

the beginning of his journey. Visually, the town looks the same each of the four

times it is visited, but it is this final change of music which locates Cloud in the true

Nibelheim and the firm placement of himself in the past, present and future that

allows the player to truly understand the player-character. As the party

reassembles after Cloud returns enlightened by his past, Cloud repeats Barret’s oft-

repeated, now tiresome, ‘There ain’t no gettin’ offa this train’, the rest of his

journey now clearly mapped out.

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Chapter 4

Passage of Time: Temporal Shifting

Unlike traditional narrative, you cannot sustain a single, linear, driving arc.

Instead, with the best hypertext fictions, you ultimately have explored

enough of the narrative tree to reach some kind of epiphany.

- Costikyan30

Although the narrative content of a role-playing video game may lie within a

hypertextual domain, the actual modes of discourse which are implemented can

still be balanced between linear and non-linear forms. Within the space that

contains all the semiotic systems and ludological elements of Final Fantasy VII there

exists a story abstraction which is presented both chronologically and ontologically

through a combination of dialogue, scripted action, ergodic gameplay and

exploratory sections. Whilst sub-quests and goals guide the narrativisation of a

journey which leads the winding path to the climactic end, the actual events’

gradual revealing of back-story through free navigation creates a non-linear

discourse which links the various narratives together in ontological time until

completion resulting in a perceptual finish. It is important to note that the game

can be played until its chronological narrative end without having fully realised the

ontological story one discovers via exploratory means. The structure of the

narrative discourse is further complicated by what Janet Murray terms the ‘replay

story’ implicated by the nature of kinaesthetic challenges which effect gameplay.31

Although this appears to apply more widely to arcade style games designed to be

played from the same beginning point every time, re-play story stems from the

necessity for a game of extensive length and narrative form to utilise a ‘save’

feature. The placement of such points of release from gameplay represents the

literary equivalent of chapters in a novel, as well as providing indications as to

when a re-play section has just passed or lies ahead. Characters and their own

personal stories act as the pieces of the elaborate puzzle which form the overall

30 Costikyan, Greg, ‘Games, Storytelling, and Breaking the String’, in Harrigan, Pat, and Wardrip Fruin, eds., Second Person: Role-Playing and Story in Games and Playable Media (Massachusetts, 2007), p. 7 31 Murray, Janet, ‘From Game-Story to Cyberdrama’, in Harrigan, Pat, and Wardrip-Fruin, eds., First Person: New Media as Story, Performance, and Game (London, 2004), p. 6

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narrative. Specific areas of overlap between back-stories and conflicting

information create an entirely separate web of history. This creates not only a long

chronological timeline, but also an illusion of depth and complexity which

contributes to the creation of a compelling narrative which is widened beyond the

boundaries of a two dimensional timeline. It is, however, largely unrecognised that

aural stimulus implies the speed and acceleration of the narrative passage of time

in an interactive space. Jesper Juul notes that 32

While movies and theatre do not have a grammatical tense to indicate

temporal relations, they still carry a basic sense that even though the viewer

is watching a movie, now…the events told are not happening now.

(emphasis in original)

However, he goes on to conclude that narrative requires tense, therefore 33

…when the user can act, they must necessarily implode: it is impossible to

influence something that has already happened. This means that you

cannot have interactivity and narration at the same time. (emphasis in

original)

Juul’s point, that performance of events in narrative media such as film imply a

tense implicitly, is well taken, but it does not account for a concept of constructed

narrative within ludological space like that of narrativisation. Literary forms such as

the novel utilise techniques with which the author controls the passage of time.

This widely ranges from the description of many events in fewer pages, to the

accelerative effects of describing many events which are supposedly happening

quickly or simultaneously like the classic film montage. In a video game where you

have control of a character or even direct camera control, the roles of narrator and

director are transposed to other mediums such as dialogue and music which the

game designers can use to manipulate the player such as their feeling of urgency

(as described in chapter two).

A video game RPG such as Final Fantasy VII, although based on concepts

of table-top RPGs, contains a linear story which manifests itself ontologically as a

world, and chronologically as a discoursed narrative. Whilst the single experience

32 Juul, Jesper, ‘Games telling stories? A brief note on games and narratives’ [e-journal], Game Studies: The International Journal of Computer Game Research, 1/1 (2001), [unpaginated text] 33 Ibid., [unpaginated text]

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of any individual player may be recorded as a sequence of events, the order of

events as they supposedly occurred in the story of Final Fantasy VII constitute the

ontological order of narrative which can be experienced in full through thorough

exploration. The chronological timeline pieces the most important parts of the

ontological space into an order to construct what amounts to a completed game

experience ending with the final boss and ending cinematic sequences. The key

differences between these two narrative experiences are that of absolute and

referential plotting of time. The dialogue exposes information which locates the

characters exactly when manipulating the time of the present.

Barret: You’ll feel better. You’ve been asleep

a long time

Tifa: How long have I been asleep?

Barret: Let’s see…musta been about 7 days.

Which correlates directly to the discovery of Cloud’s whereabouts;

Tifa: (to a stray dog)

You got lost didn’t you?

Separated from someone you love?

Silly thing…

Old man: (elsewhere)

I guess its been about a week since

he washed up here on the shore

This speech locates the player in time as it is currently passing. To increase the

effect of immersion, the game also features a clock on the menu screen through

which the player must navigate in order to access their inventory and character

equipment. Interestingly, after three tests a comparison between real world time

and the in-game clock showed that one minute of real world time equated to

twenty-five seconds of in-game time. The clock in the game supposedly measures

and records how long the player has been playing the game between start and the

current save point. Nonetheless, it still measures a chronological time which is

affected by the path the player takes and how much exploration they choose to

engage in between. It asserts that time consists of a past, present and a future.

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The main musical feature which asserts this fact is the rest music which

accompanies it (see fig. 4.1).

Fig. 4.1 Good Night, Until Tomorrow

The unmistakable influence of jazz, closed chord voicings and

accompanying series of descending seventh chords (F#7, DMaj7/9, Bm7, GMaj7

and F#7), is typical for the music of this function in other Final Fantasy games.

The music signifies a replenishing of health and the screen fades to black merely to

make this recovery process appear to be part of the real lives of the characters.

When the screen fades back in the party is usually assembled beside beds which

the player must assume were used overnight. The game also uses music

kinaesthetically to frequently reward the player in acknowledgement that a

challenge has been overcome (see Fig. 4.2). This accompanies a data screen of

animated status bars which rise in accordance with the progress made by each

character after a battle.

Fig. 4.2 Fanfare

When travelling through a dungeon area or world map battles may occur

as often every ten seconds, resulting in roughly ten battles when walking from

Midgar to the town of Kalm for example. Such kinaesthesia is a requirement to

motivate the player to continue on and develop their character’s statistics as is

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central to any role-playing game. Events such as these are categorised by

Eskelinen into six terms of temporal relations including order, speed, duration,

frequency, simultaneity and time of action. 34 The order factor of the victory

‘Fanfare’ has a kinaesthetic role which normally follows a successful battle in terms

of chronological time.

Music is not limited to association with aspects of the game which appear to

further the characters on a chronological timeline. The complex relationship

between towns, cities, mountain caves and other locations allows for exploration in

many possible orders. As the player progresses, full access to new areas increases

through vehicle tools such as the automobile, the boat, the submarine and finally

the ‘Highwind’ airship, the only vehicle capable of reaching locations separated by

deep ocean. Final Fantasy VII, continues a tradition of chocobo pet creatures

which allow the player to engage in racing games through a pet breeding mini-

game. This ultimately leads to raising better and faster chocobos with the secret

benefit of allowing the player to travel to secret game areas where further parts of

the back-story are exposed. Through the limitations of each specific vehicle the

player is given varying amounts of free-roaming capability. The ontological

narrative can conclude when the player has all the information stored mentally to

form opinions based on the events they have completed, dialogue they have read

and music they have heard. The story of Barret’s past is told only when the party

has left the town of North Corel. Upon arrival there the local town villagers

recognise Barret but react aggressively.

(Barret has run up ahead and is already being

punched by local villagers)

Local villager 1: Well, lookey here! Never thought I’d ever

see your face again.

Local villager 2: They kick you out of another town or somethin’?

Local Villager 3: You destroy everything you touch

Look at this place! It’s all your fault North

Corel turned into a garbage heap!

34 Eskelinen, Markku, ‘Towards Computer Game Studies’, in Harrigan, Pat, and Wardrip Fruin, eds., First Person, p. 40

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^%$#! You ain’t even worth the effort.35

The player could notice many different things here which fill in back-story. Firstly

the villagers’ use of language is similar to that of Barret who’s sentences always

utilise a multitude of slang terms and, evidently, colloquialisms. The player is left

only to suspect the relationship between Barret’s personal vendetta against Shinra,

the ruins of North Corel and Barret’s bad relations with the local villagers. There is

nothing to do in this town because it has no money and exists only to sell goods to

travellers on their way to the amusement park ‘Gold Saucer’. As the party leaves

North Corel for the cable car stop that leads to Gold Saucer, Barret tells the story

of what happened in the past, this time associating a new music track with North

Corel albeit this time with a healthier memory of how it used to look. Fig. 4.3

shows the music of the present day state of North Corel.

Fig. 4.3 Mark of a Traitor

Fig. 4.4 shows the music which plays as Barret tells the story of how he feels

responsible for North Corel’s ruin.

35 Censoring in original

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Fig. 4.4 Mining Town

We notice that despite major changes in style, noticeably the solo guitar

melody and reduction in synthetic instruments, the violins remain playing pizzicato.

The character of this sound, not used frequently in other tracks in the game, gives

North Corel a sense aural continuity. The introduction of the new music track

informs the player visually and aurally that North Corel was a very different,

thriving place before it was destroyed. White text appears over the flash back to

signify Barret’s narration to the character party. This signals to the player that it is

not speech which can be read slowly as it proceeds to the next line without the

player pressing any buttons as with normal dialogue. Dialogue replaces this white

text and we assume that it is still be narrated by Barret.

Dyne: The coal’s been ours for generations. Our fathers,

And theirs before them, risked their lives for it.

Barret: It’ll be all right, Dyne. Shinra, Inc. will guarantee

your livelihood once the Mako Reactor is

completed.

I don’t want my wife, Myrna, to suffer anymore.

As a flashback, this dialogue is particularly strong in assisting the music to show

how different times were. Barret’s speech elocution appeared far more proper and

he refers to Shinra by its full name, Shinra Inc. and does not swear in the process

as he does in the present day. We are also given a reason for Barret’s desire for

revenge because the wife he speaks of, Myrna, has made no appearance in the

present day, the only person Barret cares about appears to be a child named

Marlene who is taken as a hostage later on. Dyne, mentions that the town took

pride in its mining tradition which is swept aside by Mako Reactor power plants

despite the legacy attached to North Corel’s coal miners. When the flashback has

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completed then returning to the town causes the game to play the present day

music ‘Mark of a Traitor’, again asserting the change of the times. Although the

town has now become small and derelict, its aural presentation changes over time

to reflect this which gives the town history and age as well as placing it within the

wider quest against Shinra for Barret. In terms of chronological time the flashback

has also caused a change in speed. The narration of events from many years ago

and how they caused the ruins today fills many holes in the ontological narrative

and results in a perceptual acceleration of time.

Speed is dealt with in a number of ways in Final Fantasy VII and affects the

experience of the chronological timeline as well as creating location awareness. In

an event sequence in Midgar we approach many of these different musical effects.

As Cloud and Tifa approach a city pillar, the sector 7 slum villagers are all running

aimlessly in a panic and the battle music ‘Fighting’ is playing. The pillar is what

holds the upper class “plate” level homes above the city slums with corresponding

sector numbers. At the base of the plate has appeared a save point which very

much suggests that an important event is about to occur regardless of difficulty.

Murray comments on this particular feature of gaming.36

In a game, the object can be master to the script, to perform the right

actions in the right order…it also can reflect our sense of the multiple

possibilities of a single moment, the “pullulating” moment…in which all the

quantum possibilities of the world are present.

The acknowledgement of the save point by the player adds to the momentum

being built by the battle theme. Continuing past the save point will mean moving

forward in time, leaving an exploratory section and realisation of one of these

possible futures. Importantly this can lead to life or death of the player-character

so there is also a heightened sense of danger. The music playing is that which

normally only plays during battles entitled ‘Fighting’. The quick tempo and

immediacy of the melody imbues battle sequences with the sense of urgency that is

required. Usually the start of this music is associated with random battles which

may happen an unlimited number of times in an enemy filled ‘dungeon’

environment. Using Eskelinen’s categories, we would approach the effect on the

36 Murray, Janet, ‘From Game-Story to Cyberdrama’, First Person, p. 6

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passage of time in these sections under frequency. Frequency involves a game’s

repetitive elements and can be described in terms of its determination (span),

specification (rhythm of recurrence) and extension (duration).37 During this event,

the determination factor now spans the entire event of getting to the top of the

pillar rather than the normally random occurrence of battles as isolated incidents.

Although using this music may actually cause the player slight paradigmatic

confusion, it nonetheless gets the point across that instead of a single battle, the

event becomes a much wider battlefield where many smaller fights are won and

lost. The visuals confirm this as previous non player-characters, also part of the

AVALANCHE team, fall to their deaths whilst fighting Shinra away from the pillar.

As Cloud and Tifa encounter battle after battle in this section they see their team

mates die who give their last words.

(After falling to his death)

Wedge: sorry I wasn’t much help…help Barret!

(Hanging off the staircase)

Biggs: Go help Barret!

(Lying on the steps)

Jessie: Because…of our actions…many…people died

this probably…is our punishment.

The urgency to reach Barret is of course increased by these dialogues with dying

team mates. Like in the opening mission of the game, victory music ‘Fanfare’ is

omitted to create a large, singular kinaesthetic event. Upon reaching the top of

the staircase we not only discover that Aeris has been kidnapped by special agents,

the Turks, but that a special time bomb will send the plate crashing down into the

slums and AVALANCHE will be blamed by Shinra as an act of terrorism. During

this dialogue a large amount of information is conveyed in a small amount of time

and is accompanied by the music track ‘Hurry!’. The tick-tock sound of the

woodblocks causes the time bomb’s presence to be ever more real to the player.

Just before the Turks leave they place Aeris’s capture in context.

37 Eskelinen, Markku, ‘Towards Computer Game Studies’, First Person, p. 41

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Tseng: Oh I wouldn’t do that, you might injure our special

guest.

…he’s taking her because she’s an Ancient.

It’s taken a long time but now I can finally report this

to the President.

Aeris: (to cloud) Hurry and get out!

Tseng has been chasing down Aeris ever since Shinra’s discovery that she was a

descendent of the alien race that will lead them to the Promised Land. Aeris had

been running away from Shinra since childhood and this final speech confirms this

event as the end of one phase and the beginning of the next. As the pillar

explodes and the plate collapses, President Shinra watches from his window at the

top of the tallest tower in the centre of Midgar. As the music cuts out we hear

diegetic radio music coming from his room when the camera changes to his office

and he is listening to what sounds like a piece of sacred vocal music. Although the

character of the music is in opposition to the action we are seeing, the act of

listening to a domestic radio whilst part of the city explodes places this event into

the context of Shinra lifestyle. The destruction of entire communities and the end of

life in a place where player-characters grew up is made equivalent to a day’s work

for the Shinra executives and the Turks. The large number of events that have

occurred are placed into perspective as Cloud and his party will discover after they

first leave Midgar, the beginning of their real quest.

In a location which represents quite the opposite in every respect, the music

that is playing at a holiday resort called Costa Del Sol directly reflects the lazy

atmosphere and ignorance of the dynamic world conflict surrounding it. In the

event immediately preceding entry to this area, Sephiroth has just hijacked a ship

and killed most of the crew with members of ‘AVALANCHE’ being the only

survivors. However, as soon as the party walks onto the shores of Costa Del Sol

everyone’s mood has changed with many members making jokes. Cloud

describes Barret in his sailor outfit as ‘a bear in a marshmallow’ and Aeris asks

Cloud whether he prefers a girl with a tan or fair complexion. Briefly Shinra

appear in a helicopter which is accompanied by the Shinra Company music.

However, even the local information desk staff sound tired and bored.

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Information Desk Girl: Costa Del Sol is the gateway to the West, and is a

prominent world renown resort, which has been around for ages.

Come on I don’t care about that! If you want a good time, go to

the beach!

Innkeeper: …SNORE…SNORE…

The music is again jazz influenced but the chord sequence is fairly slow and does

not appear to be moving anywhere structurally or melodically (see Fig. 4.5)

Fig. 4.5 Costa Del Sol

Time has come to a halt as is replicated in the lazy rhythm and mellow tone

of the vibraphone. Musical factors such as these imbue the places with character

in addition to representing musically, the general aura surrounding the location

which is only partially communicated by visual stimulus and dialogue. Arrival at

this particular place is part of the chronological narrative and its placement

between specific events is a technique which is used throughout the Final Fantasy

VII to control pace and momentum to effect immersive gameplay.

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Chapter 5

Musical Characterisation: Personifying Pixels

Rather than YOU being the main character, you had the opportunity to

role-play the main character, exploring “your” personality as a detective, a

spy, an AI, etc., even while exploring your environment…there were many

“you” roles to explore.

- Jeremy Douglas38

The process by which a player becomes their player-character in a role-playing

game involves understanding the character’s history, strengths and weaknesses,

special abilities and various other statistics specific to the game. Transferring the

genre to an interactive medium such as video gaming further complicates the

player to character relationship by introducing a dynamic symbiosis of agencies as

well as the associations that popular culture has built between music and visual

media. The many applications of leitmotif and the idée fixe in classical music have

been extensively explored in programmatic orchestral pieces and staged forms

such as opera. In linear media such as film, the extensive use of character themes

can lead to complex thematic development that spans multiple parts of a trilogy,

but the frequent exhaustion of such techniques can result in obvious relations

between sound and screen which can effectively insult the audience.

Video games are often structured around short kinaesthetic challenges

where a piece of music under ten seconds may never be heard in full, thus

rendering any intricate thematic development futile. In Capcom’s Street Fighter

series of fighting games, characters each have their own musical theme which

typically associates them with the country they represent. With bouts limited to a

maximum of sixty seconds, the average fight requires the music to associate the

character with their nationality quickly as rounds are potentially over within ten

seconds. Without the ability to synchronise music directly to an event on screen,

game designers need to be careful to allow for enough dialogue or scripted non

player-character movement if the composer’s music is to have the desired effect on

38 Douglas, Jeremy, ‘Enlightening Interactive Fiction: Andrew Plotkin’s Shade’, Second Person, p. 129

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characterisation. Although the video game medium presents the potential to

create characters with depth limited only by the amount of time a player has, the

culture associated with it has clearly established genres. As a role-playing game

Final Fantasy VII utilises various techniques to avoid the constraints of digital media

to facilitate the presentation of a compelling narrative. A mixture of careful event

timing, association of music with actions dependent on frequency and development

of characters through multiple themes and arrangements can be attributed to the

continued popularity of the characters in independent fan-fictions, memorabilia

and spin-off games and movies which is unique to this particular instalment of the

Final Fantasy series.

Despite the linearity of the story in terms of plot, Final Fantasy VII still tries to

provide an element of decision making. This may have the effect of allowing the

player to engage in a sub-quest but is generally limited to altered responses from

other characters. This contributes to the presentation of realistic characters as

Perlin describes. 39

…story is about conveying character. To do that interactively would require

some sort of plausible psychological agency on the part of somebody within

the interactive narrative…we respond by agreeing to pretend that the actor

has become that character, responding to the psychological challenges of

the moment

As digital narratives offer us ‘the opportunity to enact stories rather than to merely

witness them’, the player no longer relies on the directorial control of camera

angles and human acting conventions to convey emotions and mental states

usually shown through physical gestures or facial expression. 40 Owing to the

unique relationship between player and player-character, music audibly represents

the inner responses to people and places that the character cannot verbally narrate

to the player. This may in part be due to a similarity of the relationship superficially

between sound and screen in film and video games which causes the interactor to

impose music in the latter with the role of communicating character traits usually

delivered through acting. In Final Fantasy VII, this individual response is that of the

39 Perlin, Ken, ‘Can There Be a Form Between Game and a Story’, First Person, p. 15-17 40 Murray, Janet, Hamlet on the Holodeck (Massachusetts, 1997), p. 170

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main player-character, Cloud, through whose eyes and ears the player visualises

everything from his perspective. The player is, in the absence of human actors,

correspondingly filtered a mixture of partial information and conflicting messages

as presented to the player-character by the various non player-characters in the

form of audio. Cut-scenes allow for the rendering of more convincing acting whilst

providing graphically spectacular kinaesthetic rewards to the player, but they cause

a jarring effect in gameplay which disconnects the player’s joint agency from the

character. Howells comments on the ineffectiveness of FMV sequences:

As the game strives to make gamers believe the imaginary, computer-

generated – and often blocky and pixelated – game world, the transition to

full-motion video reminds gamers that this is, in fact, not real, breaking the

suspension of disbelief.41

Character development in video games thus appears to require the reduction of

discontinuous elements which interrupt gameplay, restricting controlled visual

splendour to the necessary detailing of narrative where in-game techniques are

insufficient. Future releases in the Final Fantasy series suffer from balance in this

way as many other developers are also pressured to display the power of console

technology such as Sony’s ‘Emotion Engine’. Conversely, complete immersion in a

video game can sometimes rely on immediacy which only ‘exists at a second-order

level: presence within another form of mediation’ such as film.42

Music, then, is particularly useful in the conveying of character through

association with their speech and movement. As the player sub-vocalises dialogue

on screen it merges in their mental space with the corresponding music which

allows the individual player to form an interpretation of how the character, Cloud,

responds to other characters. This happens both directly and indirectly through the

use of diegetic, non-diegetic and meta-diegetic sound. In the town of Junon,

Cloud resuscitates a drowning girl and the local Innkeeper accommodates the

characters overnight. In his sleep, Cloud converses with an unknown entity,

supposedly his conscience through a mixture of grey and white text:

Grey text: …that reminds me

41 Howells, Sacha A., ‘Watching a Game, Playing a Movie: When Media Collide’, Screenplay, p. 115 42 King, Geoff, and Krzywinska, ‘Cinema/Videogames/Interfaces’, ScreenPlay, p. 4

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White text: You again? Who are you?

Grey text: You’ll find out soon.

…but more importantly, five years ago…

White text: five years ago…Nibelheim?

This is accompanied by a track entitled ‘Who Are You?’ which is meta-diegetic in

function but the melody is processed by a delay effect directly mimicking the

second voice Cloud hears in his head (see Fig. 5.1). The following piano part and

echoes are doubled on what sounds like a ‘Crystal’ MIDI sound.

Fig. 5.1 Who Are You?

Part 1 utilises a dotted crotchet delay and Part 2 a semiquaver delay. The

cross-rhythms result in an effect of constant semiquavers based on the delay of a

quaver theme.

Upon awakening, the music becomes overtly diegetic as the town appears

to be celebrating something. It turns out to not be Cloud’s earlier heroics, and that

the sound is coming from above the town on the adjoining Junon airstrip. Once

Cloud reaches the celebrations, two comical soldiers demonstrate how to sing the

song for ‘Rufus’s Welcoming Ceremony’. The music is a one minute looping

fanfare which is not only excruciating after the thirtieth loop, but the lyrics contain

no reference to Rufus’s particular strengths and instead promotes blind worship of

Shinra Company (see Fig. 5.3)

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Soldiers: We’ll sing!

Quiet now…

(Music stops)

Soldiers: Ahhh, aah

(Music restarts)

Soldiers: Rufus, Rufus Shinra

We---are---Shinra Company--

The new----- President----

Oh Oh Shinra

Oh Oh Oh Shinra Inc.

Realization of the new era

Oh Oh Shinra

Oh Oh Oh Shinra Inc.

Building--the new era

Shinra Forever

Fig. 5.3 Rufus’s Welcoming Ceremony

In the game these lyrics are presented as speech bubbles coming from the

two comical soldiers and the effect of reading their speech along to the repetitive

music is made more amusing as it exposes the repetitive, aimless glorification that

these endless enemy soldiers display.

Other forms of direct association of music with a character include

Vincent’s and Red XIII’s themes. Although not diegetic, we can still assume the

music played in Red XIII’s home in Cosmo Canyon is part of the tribal character

echoed in his feather headdress accessory. The melody is played on a flute and

makes use of acciaccaturas to give it folk music inflexions (see Fig. 5.4). This

music is heard outside of Cosmo Canyon only once which is when Red XIII joins

the team after being freed from his experimental cell in Hojo’s laboratory.

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Fig. 5.4 Cosmo Canyon

The initial playing of a theme with a character at the naming stage is the

most direct form of music association in Final Fantasy VII. For the characters which

share a more intricate relationship with Cloud, two and three stage theme

development is used. Although Barret is given a theme at an early stage in the

game, his eventual return to North Corel leads to a flashback which makes

associates him with two themes, past and present. The music for Cid is also a two-

stage process but this time it is not location specific and applies directly to the

development of the character. Upon running into Cid on a rocket launch pad, the

music coincides with Cid’s first words to Cloud (see Fig. 5.5)

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Fig. 5.5 Cid’s Theme

Cid gives a small speech describing how his dream was taken away from

him despite being such an excellent pilot. The theme played by the brass is firm

and supported by a regular pulse from the percussion. Cid’s speech is similarly

proud yes spiteful.

Cid: They chose the best pilot in Shinra

No, in the world – me.

…the launch got messed up.

That’s why they became so anal!

Shinra nixed the program

After they told me how the future was Space Exploration

And got my damn hopes up…DAMN THEM!

The story of his past however is missing vital parts of information which explain his

temper. The second part of this story is provided by the engineer who lives with

him, Shera. As Cid leaves the room, the music stops and Shera says, ‘I’m the one

who ruined his dream’ at which point a different music track is played which uses

the same theme as Cid’s Theme. This track, ‘Sending a Dream into the Universe’

is less obvious with the actual leitmotif itself only appearing after a solo guitar

introduction (see Fig. 5.6).

Fig. 5.6 Guitar Introduction to ‘Sending a Dream into the Universe’

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The music stops when she reaches the climax of the story as Cid saves

Shera’s life but ruins the rocket launch in the process.

Shera: At the very last second Cid pulls the plug

(music stops)

Shera: He pushed the emergency engine shut down switch to save my life

That why…it’s all right. I don’t care what the captain says,

I’ll live my life for him

Cid: Shera! You still haven’t served ‘em tea!

After this touching story and a less stern version of Cid’s leitmotif played on a solo

clarinet, his character has an added dimension of time which allows the player-

character to understand him on a deeper level. He was heroic in saving Shera’s

life, but not the iconic hero he had dreamed of becoming in outer space.

Aeris’s Theme is one stage more complex in that music develops her

character within tracks as well as in three separate stages. When Cloud first meets

her she is selling flowers in the slums and her name appears on screen as ‘Flower

Girl’. The music playing is the track entitled ‘Anxious Heart’ which plays in many

parts of Midgar. The second time Cloud meets Aeries his fall is broken by her

flower garden in a church and as he wakes up the music that plays is ‘Flowers

Blooming in the Church’ which contains a partial statement of Aeris’s leitmotif (see

Fig. 5.7)

Fig. 5.7 Aeris’s leitmotif from ‘Flowers Blooming in the Church’

It is in triple metre and remains incomplete. As explored in chapter three,

this music track is used again to reassert locations of safety as it reappears in

Aeris’s house where she is looked after by Elmyra. Later in the game Aeris

exchanges herself for Barret’s daughter who is being held hostage and Elmyra tells

the character party the story of how Aeris’s mother died and left the child in her

care. As the flashback begins, Elmyra explains that she is not her biological

mother and that Aeris descended from an alien race known as the Ancients who

can communicate with the Planet. The story is accompanied by ‘Aeris’s Theme’

which completely states the leitmotif (see Fig. 5.8).

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Fig. 5.8 Aeris’s Theme

Aeris is unexpectedly killed after a series of events which build up the

importance of her relationship with Cloud. Along with the event sequence which

takes the couple on a midnight date at Gold Saucer, Aeris’s disappearance and

death is preceded by a difficult scene where Cait Sith tells their fortune. Upon

reading the result, the music played on their date entitled ‘Interrupted by Fireworks’

reappears.

Aeris: Tell us how compatible me and Cloud are!

(Tifa turns away annoyed)

Cait Sith: This isn’t good. I can’t say it

Poor Tifa.

Aeris: No! I promise I won’t get mad!

(Aeris never usually exclaims and shouts)

Cait Sith: Is that so? Then I’ll tell you.

Looks good. You are perfect for each other!

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Aeris’s star and Cloud’s Star!

They show a great future!

Aeris is killed by Sephiroth whilst she is summoning a power that will help prevent

his destruction of the Planet. Aeris’s Theme begins in the middle of a cut-scene as

she dies by Sephiroth’s sword and continues afterward. The delicateness of the

melody and simplicity of the chords in Aeris’s Theme has the most powerful effect

when she dies as it continues through the battle with the JENOVA monster and

Sephiroth escapes. There are multiple battles with JENOVA and each is usually

accompanied by a music track entitled ‘J-E-N-O-V-A’ but this time Aeris’s Theme

plays through the battle and directly represents Cloud’s continuing emotional

response whilst being forced to fight immediately after Aeris’s murder. Although he

feels anger toward Sephiroth, he does not immediately release it and the music

reflects this submission to his grief rather than immediate revenge. As Aeris

collapses in his arms he continues to speak to her.

Cloud: Aeris is gone

Aeris will no longer talk, no longer laugh,

cry…or get angry…

What about us…what are WE supposed to do?

What is this pain?

My fingers are tingling.

My mouth is dry.

My eyes are burning!

Being forced into battle means reassertion of the relationship between the player

and the character which is why the application of another character’s theme has

the powerful ability to allow the player to fully sympathise and experience

‘exploring “your” personality’ in the character of Cloud.43

43 Douglas, Jeremy, ‘Enlightening Interactive Fiction: Andrew Plotkin’s Shade’, Second Person, p. 129

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